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Dark Tower! Level One! 4 Players Needed!
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Dark Tower! Level One! 4 Players Needed!
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08-06-2012, 12:06 PM
Dark Tower

Welcome to the world of Dark Tower. A fanciful land where you'll meet wizards and dragons, fight fierce battles and discover fabulous treasure.

The Challenge

Retrieve the Ancient Magic Scepter that has been stolen by a tyrant king. The Scepter is the Power Staff of the Empire, and a kingdom has been offered as reward for its return. The Scepter lies hidden in the Dark Tower, guarded by a fierce band of the tyrant's Brigands. Three magic keys will open the the tower to you. Find the keys in three foreign kingdoms, and you may lay siege to the Dark Tower.

In search of the key, leave the Citadel in your home kingdom with a handful of warriors. On your journey, you will fight battles, be attacked by dragons, lose warriors to plague and starvation and get hopelessly lost in uncharted territories.

But don't despair! Visit the Bazaars to buy warriors and other supplies. Stop at the Tombs and Ruins to discover treasures of gold, dragon swords, magic keys, helpful wizards and the flying horse, Pegasus. The Sanctuaries are open to you, too, ready to outfit you with warriors, gold and food.

Once you discover the three keys, begin your siege of the Dark Tower. Start out by solving the Ancient Riddle of the Keys, then fight the Brigands within!

If you have a stout heart, quick wits and undying courage, you will retrieve the Scepter, save the Empire and win a Kingdom.


The Basic Move...on your turn, you'll move your pawn on the gameboard and press an appropriate button on the tower keyboard.

As you can see, the world of Dark Tower is divided into 4 kingdoms of Arisilon, Brynthia, Durnin and Zenon. One of these kingdoms is your home kingdom, while the other three kingdoms are referred to as foreign kingdoms. You must travel through all three foreign kingdoms on your journey around the gameboard. Each kingdom is made up of many territories, each of which is one game play space. Movement is conducted one game play space at a time. Some of the territories contain such buildings as Ruins, Tombs, Bazaars and Sanctuaries. The frontiers are the four long, narrow territories that separate the kingdoms from each other. A frontier is considered one game play space. Dark Tower spaces surround the base of the tower. There is one dark tower space in each kingdom A Dark Tower space is considered a territory and one game play space. You can only enter the Dark Tower space at the end of the game when you are ready to lay siege to the tower.

Citadels are the starting spaces for your pawns. You are not allowed to move into a foreign Citadel territory.

Here ar some specifics of gameboard movement
1. Move your warrior pawn only one territory per turn (in most instances). Or You may decide not to move your pawn to another territory but rather remain in in your present territory This is acceptable . For example, if your in the Bazaar. you may decide to remain in the same marketplace on your next turn to purchase more supplies.

2. When you move your pawn to a territory make sure it is an adjacent territory. Adjacent territories have common boundary lines.

3. Frontier Spaces. notice that the frontier spaces are extra long territories that border several territories in a kingdom. When leaving a kingdom, you may move your pawn to any of the territories that borders the frontier space.

4. The direction to move in... you must mive your pawn through 3 kingdoms and discover a Magic Key in each kingdom (Note: you will not find one in your own kingdom) your movement around the board is counter-clockwise, however, within each kingdom you may travel in any direction you wish...up and down, from right to left, from one adjacent territory to another...the choice us yours.

Events can happen randomly each time you move into an unoccupied territory (with the exception of the Curse, which is inflicted on you deliberately by another player), or when you enter a Tomb or Ruin.

1. Safe Move. Boring, but likewise not dangerous. You have moved successfully into the new territory without event.

2. Battle with Brigands! This can happen at any time in the wilderness, and almost always happens when entering a tomb, ruin or the Dark Tower. The Brigands are the standard minions of evil in these lands, and they're not very attractive, are they? First, you'll hear the battle horn, and the the digital display shows you how many Brigands are attacking you. Combat occurs in rounds; for each round you lose, a single Warrior dies, but for each round you win, the Brigands lose half their current number! Thus even a small force of Warriors can usually prevail against most Brigand attacks. If it looks hopeless, you can retreat, but you will lose one additional Warrior as you depart the field of battle. (The option to retreat expires when you have only one Warrior left.) If you defeat the Brigands, you may receive: gold, a dragonsword, a wizard, a magic key, a Pegasus, or nothing! If you win the battle at the Dark Tower, you win the game. If you only have one Warrior remaining in a multiplayer game, you will lose the battle but be allowed to continue on your way. If you are playing a single-player game and you lose your last Warrior, the game is over.

3. Dragon Attack! This bad boy takes away 25% of your gold and warriors, unless you are armed with the Dragonsword, in which case you slay the Dragon and get all the gold and Warriors he's been hoarding. Well... you don't actually slay the Dragon... you just drive him off; he can still come back later to maul the players. Each time the Dragon attacks, the Dragon pawn is placed in that territory, where it blocks the passage of other players.

4. Lost in Uncharted Territories! You must return to the territory you started from and lose a turn, unless you have hired a Scout, in which case you gain an immediate extra turn. There's nothing quite so much fun as getting Lost right outside the Bazaar while your Warriors are starving from lack of food.

5. Plague Strikes! Plague kills two of your Warriors, unless you have hired a Healer, in which case you gain an extra two warriors.

6. Cursed by a Wizard! This happens when another player has used his Wizard to place a curse on you. You lose 25% of your Warriors and Gold (just like in a Dragon Attack), which are transferred to the Cursing player. There is no countermeasure to prevent Curses.

7. Starvation happens when you're out of food. You will be informed when you have less than four turns of food left, and after it's gone, you lose one Warrior per turn until you can get to a Bazaar to buy more.

[Image: ruin.gif] [Image: tomb.gif]

When you move onto a Tomb or Ruin, you will hear the eerie sound of a creaking door and one of the following events will happen:

The Tomb or Ruin will be deserted. Nothing will happen. Your turn is then over.

Or a battle with Brigands will take place. You decide whether to fight it out or retreat. If you win the battle, you could be awarded some treasure... gold, a key, a wizard, Pegasus or a Dragonsword.

Or, you may instantly discover one of the 5 treasures as a bonus without fighting a battle.

[Image: sanctuary.gif]

If you are in need of men, gold or food, the Sanctuary will give you what you need. Here's how you qualify for aid: if you have 4 warriors or less, 7 bags of gold or less, or 5 rations of food or less, the Sanctuary will give you a bonus of whatever you are short of. If you are not needy in any of the above items, nothing will happen.


The Citadel spaces are the 4 territories with the kingdom flags and crests. You can only move your pawn into your own home Citadel territory, not foreign Citadels. If you enter your home Citadel near the end of the game when you have collected all three keys, crossed all four frontiers and are ready to lay siege to the Dark Tower, you will get special reinforcements. If you have between 5 and 24 warriors in your force, the number of your warriors will be doubled. If you don't have this number of men, the Citadel will act as a Sanctuary and supply you with the usual bonuses of warriors, gold and food if you qualify for such aid. This warrior-doubling can be an important strategy to take in preparation of your siege on the Brigand force in the tower.

Note - You can revisit the Citadel and redouble your forces again only if you visit a Tomb, Ruin, Bazaar or the Dark Tower in your own kingdom in the interim.

[Image: bazaar.gif]

In the Bazaar, you can buy warriors, food rations, a Beast, a Scout and a Healer; all the things that will be useful to you in winning the game. I will tell you what is for sale and for how much gold. Here's how you will answer.

Selecting the item you want... Tell me if you would like to buy something for my price, you may only buy one thing.

Haggling. If you desire a particular item but think the price is too high, tell me that you would like to haggle an item. You have approximately a 50/50 chance of lowering the stated price by one bag of gold. If you are successful in haggling, either buy the item at the new price or haggle again to try to get an even better bargain. Of course, if you haggle too much, you run the risk of angering me. If you anger me, the Bazaar will close, and your turn is over. You may try again to buy an item on your next turn, if you wish.

Buying an item. If you wish to buy an item at the stated price, then tell me yes.

One or more warriors (roughly 4-10 gold each)
One or more rations of food (1 gold each)
One Beast (if you don't already own one)
One Scout (if you don't already own one)
One Healer (if you don't already own one)
Note - the five items will always be displayed in the above order. Beasts, Scouts and Healers are special commodities. You can own one of each, but once you purchase one, such items will never be shown to you for sale again. Each costs roughly 15-20 bags of gold.


These are the long, narrow territories which separate one kingdom from another. You must enter a frontier to cross from one territory to another. Traversing a frontier is always without event; you will never be attacked or lost, etc.

If you attempt to leave a foreign kingdom without discovering the key for that kingdom, the tower will not allow entry into the frontier. The player must return to the last territory it was in before crossing into the frontier, and stay in that kingdom until the key is discovered.

Use of Pegasus to cross Frontier... if you use a Pegasus token to fly to another territory in another kingdom, you must pause in the Frontier to alert the tower that you are now in a new kingdom. Note that you can't fly out of a kingdom unless you have the key for that kingdom.

The Dark Tower

You may attempt to enter the Dark Tower only when you have fulfilled all of the following requirements: you have collected all three magic keys; you have crossed all four frontiers and are back in your home kingdom. Move your pawn to the Dark Tower space and you are ready to being your siege of the tower.

The Riddle of the Keys...in order to gain entry into the Dark Tower and to fight the final battle with the Brigands within, you must unlock the tower by arranging the brass, silver and gold keys in proper numerical order... this is called solving The Riddle of the Keys. Essentially, you are shown a random key, and you must guess whether this key is first. If you guess correctly, you will be shown a second key, and so on. A failed guess ends your turn, and you may try again later. This will be done in PM.

THE FINAL BATTLE... Once you have solved The Riddle of the Keys the gates of the Tower open and you must fight the Brigand force within. As soon as the second key is properly picked, the battle horn sounds and battle is joined. The game play level determines how many Brigands are guarding the Ancient Scepter (Level One = 17 to 32 Brigands; Level Two = 33 to 64; Level Three = 17 to 64). If you retreat or are defeated, you must solve the Riddle again (though the sequence of keys remains the same) when you return to the Tower. If you win the battle you will see the VICTORY picture of the Ancient Scepter held aloft in triumph! Congratulations, you've won the game!

There is a variety of useful items and treasure that you can lug around in Dark Tower. Some of these can be purchased at a country's Bazaar.

Gold. Players start the game with 30 bags of gold, and winning battles with Brigands is the only way to gain more. Gold is the medium of purchase at the Bazaars. Gold is transported by the player's warriors, and they can only hold 6 bags each. Any gold you have in excess of this must be left behind. Purchase a Beast to alleviate this problem. In any case, the most gold you can possess is 99 bags.

Rations of Food. Each player begins with 25 rations of food. Each turn you take, your warrior force consumes a certain amount of it, whether they move or not. 15 warriors or less will consume one ration per turn; 16 to 30 will consume two rations per turn; 31 to 45 will consume three rations per turn; 46-60 4; 61-65 5; 76-90 6; 91-99 7. The most food you can carry is 99. A ration of food always costs 1 bag of gold; there's no point in haggling.

Warriors. Your fighting force in the war against the Tyrant King's Brigands. Though the player starts the game with ten warriors, more can be (and must be) hired at a Bazaar. The maximum number of Warriors you can have in your force is... you guessed it... 99. In the multiplayer game, you will always be left with at least one Warrior regardless of the ills that befall you, but the single player game will end in defeat if your last warrior dies. Warriors can be killed in battle, by Plague, or "abducted" by a Dragon or Curse. Other ways to gain Warriors without paying for them include: being struck by Plague when you have a Healer, and being awarded with a Wizard (which allows you to steal Warriors and gold from another player).

Beast. A Beast is valuable because it can carry 50 bags of gold, over and above the 6 bags per man that your Warriors can carry. Beasts are immune to combat, and don't consume any food. You can only own a single Beast, which is all you should need (since you can't have more than 99 bags of gold, anyway).

Scout. You can never get lost if you have hired a Scout; he will see you safely through uncharted territories. In fact, if you are the victim of a "Lost" event and you have a Scout, not only do you not lose a turn, but you immediately gain an additional turn.

Healer. In a similar fashion to the Scout, the Healer protects against the Plague event. Not only does the Healer prevent the loss of life during a Plague, but actually awards you with two new warriors! (I still haven't figured out how that one works). The Healer doesn't prevent losses in battle, or to starvation.

The following treasures can't be bought, only won in battle:

Dragonsword. A special prize, for if the Dragon attacks you, the sword will slay the Dragon and give you all the warriors and gold that the fire-spitting beast has collected during the game. When you slay the Dragon, you lose the Dragonsword. The Dragon, meanwhile, is only "temporarily slain." After a Dragon attack, place the Dragon pawn in the affected territory; until the next attack, this territory is now off limits to players.

Pegasus. This flying horse can be used to transport anywhere on the board. Once it is used, it's gone. There is no special procedure for using the Pegasus, just move anywhere on the board and cash in the token. If you cross a frontier, be sure to pause there and press the FRONTIER button so the tower knows you're in a new kingdom. Each player may only have one Pegasus token at a time, so if you already have a Pegasus and the tower awards you another, ignore it. (Actually, the game doesn't keep track of your Pegasi, so you can cheat and use this feature whenever you want, as many times as you want). The Pegasus is the only treasure for which you hear a special sound; so everyone will know when you've won one.

Wizard. A special treasure that allows you to Curse another player. When the Wizard offers you his services, you choose an opposing player, and you are awarded with 25% of that player's warriors and gold. The Wizard is then used up, and lost. A Wizard must be used as soon as it is awarded; you can't "save" a Wizard for later use. Just sit back and enjoy the angry curses from the player you just Cursed.

Magic Keys of Brass, Silver and Gold... after a battle you may be awarded one magic key. You must own all three to be able to enter the Dark Tower and win the game. You will only receive one key in each foreign kingdom, and they are awarded in order as follows: Brass, Silver, then Gold. You will not find a key in your home kingdom, and you will never find two of the same keys. You can't leave a foreign kingdom without owning the magic key for that kingdom, but as soon as you find it, you should move on without delay.

The Standard Turn on the Forum
When it is your turn you have a few options:

A: Move to an adjacent territory.
*Either post a picture marking the square you will move or clearly tell me which direction you are moving.
1) If you are attacked the whole battle will be displayed, there is no retreating.
2) If nothing happens it will be the next person's turn.
3) If a dragon attacks, the plague happens, or you are lost the results will be shown.
B: Enter a place, if it is an adjacent territory.
1) The results will be shown.
C: Enter a frontier, if it is an adjacent territory
2) If you have the key it will be the next person's turn.
D: Fight the Dark Tower
3) The Key code may be answered in PM.
E: You may check your inventory, this will take your whole turn.

You will only have 24 hours to post when it is your turn.

If there are any questions please post them.

[Image: op1z0o.png]


Current Status of Game